I also would like to see a delete all notifications button added, I hate doing this individually each turn.
rspiccaver
[quote who="Deathwynd" reply="9" id="3565904"] Myself I've been holding out waiting to see if the file system changes drastically and such. As things stand because of issues with oddities in the way my mod needs to be implemented I cannot make it a simple append style mod which would make it very easy to maintain. That being the case since I'll hafta at least do a file compare for every little file change I'm kinda holding off till 1.1 atm. [/quote] This is a big
I've ran over 30 soaks now and still have yet to see the AI change to another strategy (only exception is wartime) between turns 30 and 150. They don't cycle between those available, that may or may not have been the design intent, but from observed behaviour it simply does not happen. The AI use the following: <!--If the
You're right it's a bit screwy. They do place a value on it however so you can use it to trade for a tech, cash or something.
The effects of a Free Trade agreement are +5% to colony income and +5% to colony research. They are bonuses given to the recipient, so if you offer a faction a free trade agreement, they will get the bonus, not you. I'm not sure why you can have multiple, and I haven't checked to see if they stack to be honest, I'll have to try to remember to look sometime. :)
Military buildings only get built on manufacturing planets at least class 10, generic planets at least class 16 and research planets at least class 19. So you will not be seeing it often even if the AI can build it. I would suggest making it a manufacturing building since at least one of those gets built on all planets and I would suggest assigning it some production bonus also, perhaps +50% manufacturing.
The only faction that I've seen use ExpansionStrat are the Iridium, as would be expected, who do not fall into any of the other categories. I'm beginning to think that ExpansionStrat is just the default. ExpansionStrat_Aggressive is also as expected used by the Krynn, Yor and Drengin. I've ran about 12 soaks now and I've not witnessed any cycling at anytime to another strat between turns 30 and 150. The only exception is if one goes to war.
Expansion is also limited to the Age of Expansion and so I extended the Age of Expansion to 30 technologies to make sure that it wasn't eclipsing too early and I'm now 99.9% positive that the Thalans and Terrans both never make use of it and stick exclusively to the diplomatic strat between turn 30 and 150. Even if they were able to use of expansion, it would expire swiftly upon them gaining 12 techs. Perhaps the vision of Stardock is to have them not ex
No, he means make sure the of any new entrys you make is unique. It's easy to miss changing this if you copy and paste a previous entry to use as a template.
What and did you assign it?
[quote who="naselus" reply="32" id="3565664"] I think there's a random roll between the various possible strategies, actually. is the first turn that the strategy is available from, is the final turn that that strategy can be either activated or operational (I think the former), and is the number of turns the AI is using the strategy before it picks from the list again. [/quote] Would make sense, and would definitely explain the . That may even be the
From a few soaks I noticed that at turn 30 some factions are shooting themselves in the foot in relation to production, no wonder they never colonise anything. Looking into those strategy files I see what you mean. These settings explain a lot why the Terrans and Thalans always do so poorly. At turn 31 they go directly to their general diplomatic ratio which is 10% manufacturing... and only 10% of that military. There is a serious problem with that right there.
Bonuses do indeed persist after upgrades, they make great "rapid response" ships to take out unprotected enemy support ships.
Looking at some of the AIs and a few soaks I think I've found part of the problem... Firstly, the AI handle pirates poorly. Turn 120 the Iridiums still only have 3 planets (Iridia, Vallus and 1 other colony). There are 3 worlds within their influence uncolonised. They are producing a colony ship, then a freighter, then maybe a laser interceptor. Unfortunately, they aren't moving anywhere and are all continually picked off by pirates a few turns after arriving at thei
After the game getting easier against the AI after increasing maintenance I changed my tactic. I've currently reverted to playing on normal difficulty with the penalties to myself, the player, only. This in theory should increase the difficulty of the game, and it does, kinda... My economy is about 60% wealth, 20 manu, 20 research. With large increases to maintenance I can't have a large fleet, I can't have many research worlds and I
[quote who="leiavoia" reply="1" id="3565325"] I would guess that the list is actually sorted most-pop to least-pop. So unless you get allies voting for each other, everyone just votes for themselves and the most-pop empire will always win. [/quote] This, only the top 6 most populous empires are listed and are sorted A-F in descending order. With most of A-F voting for themselves you can see A usually have the lead and it comes down to the remaining factions that aren't i
[quote]8) Speaking of Thalans, I've noticed that in every single game so far, the AI Thalan player has been doing extremely poorly. I have frequently been checking in with them to see if they have a Hive Specialization tech I can trade for, and they never do. This got me thinking that possibly, the reason for their consistently low empire scores just MIGHT be that they're not researching the base Hives tech at all. That would explain why they don't ever have a follow-on Hive
[quote who="dansiegel30" reply="2" id="3565211"] I think 1BC/module is harsh, but yeah, some increase in Mtc cost is needed Based on installed modules. Economic star bases focused on economy only, should pay for themselves with profit on a world where a majority of pop is focused on economy. Not in front of the game know how much that is, but each individual module gives on average 10%, no? You need 5 modules to eve approach the abilities of a single building. buildings will always be th
I've modded my game to increase maintenance costs of starbases. It's working out quite well so far, each module built increases maintenance by 1. It never made sense to me that a super starbase should only cost you 1bc/turn... It helps provide a limiting factor to the number I build (especially since I have increased improvement and ship maint too).
I think they need to rebalance the economy right now, money is overabundant. If they increase maintenance it will help tackle large empires. I'm also for harsher LEP, right now it affects production but not enough to make tall empires competitive with wide. [quote who="MottiKhan" reply="42" id="3565187"] I didn't read the entire thread and only skimmed some of the posts, so forgive me if I'm being redundant. If you want better morale, you can build ec
[quote who="naselus" reply="41" id="3565108"] A fair point, though I'd once again note that in the LEP-including examples the farm worlds were still higher - not by much, but still better. Once we move into your second post with the more specific setup (with harmony crystals and the beneficial tech setup, which effectively provide you with 2 free morale buildings), it does become possible to swing entertainment to be better (eventually); but then, we could do that by starbase stackin
[quote who="Echillion" reply="35" id="3565094"] True Though And I do play on the larger maps and the LEP is killing my morale with only 17 planets and I've built stadiums.... [/quote] Build 2 stadiums, problem solved :) Seriously I don't "like" playing games where I have more than 50 colonies because of micro management. But I have played games with 100+ colonies and I've not found the LEP a problem. No I don't play with patriotic or malevolent
Strange, it's the gremlins.
Personally I don't see it as a bug, it's just the way the game mechanics work. 100% bonus on 0 is still 0. You can't go below 0% approval so it's no big deal if it's multiplying negative morale or not.
[quote who="marigoldran" reply="37" id="3565019"] Without LEP, raising morale is valid. [/quote] Well, yes and no. If you have an immense empire, LEP can become a problem as you have suggested. However, it's very situational. e.g. Staying with Age of Expansion technologies: You have a LEP of -10.0, technologies of +4 (supportive pop), +2 from harmony crystals, base colony gives +3. giving overall -1 morale. <p s